Reyn Guyer (Feb '09)
Q - # of years in the industry, # of years as a toy & game inventor?
A - In 1963 I began to develop the first games around an idea I had where the people were the players on a mat on the floor. This concept ultimately was the core of the TWISTER game which we developed and was introduced in 1966.
Q - About how many toys & games have you had published? Which is/are your favorite(s)?
A -
Most of the successes I have birthed have been licensed to major toy and game companies. The number of marketed products which are embellishments and spin-offs in the NERF and TWISTER lines are beyond my ability to count. My favorite is the original NERF BALL. The other products which I have licensed can be counted on one hand.
Q - Favorite toy or game that is not yours?
A - Golf.
Q - What did you do before this? And how did you make the transition?
A -
I ran a design firm my father started which specialized point-of-purchase package design and display materials.
Q - In a typical year... how many toy & game ideas do you prototype? how many presentations do you make? how many get licensed?
A -
Some years my major focus is not on toy and game products. So, on average, maybe five to ten presentations. Some hit, some miss.
Q - What is your process for getting toys & games seen?
A -
Call for an appointment.
Q - What is your favorite thing about the game/toy industry? Least favorite?
A - My favorite thing: large publicly traded companies must keep accurate books.
My least favorite:
most game companies under one roof--new SKUs hard to get.
Q - Do you see any current trends in the industry?
A -
Big guys so big there's a slight bit of room for little 'creative' guys.
Q - What one thing that you know now, do you wish you had known when you were starting out?
A -
Glad I DIDN'T know the odds on getting a hit product.
Q - If you were to give beginning inventors one bit of advice, what would it be?
A - Every good product is a success because several people have had a hand in adding their expertise to the process. Believe in teamwork.